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Deck Import

Evolve Shaman is an archetype that had major success after the release of Journey to Un’Goro. Evolve decks were explored a bit in previous expansions but only picked up real traction after Un’Goro. Frozen Throne brought it some more tools and the Death Knight Hero card, Thrall, Deathseer. Unfortunately, Kobolds and Catacombs did very little for this style of deck opting to go down a more Totem based path for Shaman that requires more support in future expansions.

Evolve Shaman did pick up Unstable Evolution, but currently it’s not powerful enough to bring this deck back into the upper tiers. Corridor Creeper is another good addition and makes for a great Evolve target.

Update: Evolve Token Shaman (March 2018 – Post Nerf)

The nerf patch didn’t help Evolve Token Shaman. It was already a weak deck before it, and removing Patches the Pirate, while nerfing Corridor Creeper definitely didn’t help. As much as it’s not a high tier deck, it should still be playable on the ladder, and it’s the only deck that still runs Corridor Creeper for the sake of Evolving it.

Evolve Shaman Mulligan Strategy & Guide

I’ll divide the mulligan section into two – against fast decks and against slow decks. Fast decks are generally the Aggro decks (e.g. Pirate Warrior) or high tempo Midrange decks (e.g. Midrange Hunter). Slow decks are slower Midrange and Control decks.

VS FAST DECKS

Higher Priority (keep every time)

Fire Fly – After Patches nerf, there was no longer a reason to play the early Pirate package, and so Fire Fly is the only 1-drop in the deck, making it a very high priority keep. Thanks to the multiple bodies, Flametongue Totem synergy etc. it’s the best card to mulligan for.

Jade Claws – Another great card – the weapon lets you clear some early game minions, while the 1/1 can also threaten some trade, and it starts the the Jade train early (so your next Jade cards get more powerful).

Maelstrom Portal – Another high priority keep against Aggro. Most of the fast decks run some small minions to clear with it. Works best against Dude Paladin, you can often answer a big part of their early game with this one card.

Corridor Creeper – Yes, even though it’s nerfed, dropping down a 0 mana 2/5 is still a nice tempo boost. Not to mention that it pairs very well with the Evolve.

Lower Priority (keep only if certain conditions are met)

Primalfin Totem – If the rest of your hand is good (e.g. Fire Fly + Jade Claws). This card can snowball really well, but only if you’re ahead – if you’re behind, it will only summon a single 1/1 and get cleared.

Flametongue Totem – With Fire Fly. The ability to trade up with your Fire Flies is nice, but don’t keep Flametongue if you don’t open with one – it can sit dead in your hand if you fall behind.

VS SLOW DECKS

Higher Priority (keep every time)

Fire Fly – Still, the only 1-drop in your deck. You don’t need it to contest the board as much as to start creating the board and putting pressure. 1/2 minion doesn’t feel like much, but every single point of damage counts.

Jade Claws – Similarly, Jade Claws is good tool to develop the board. It’s not as good as against Aggro, but Control decks also often have some early drops that you want to clear (like Northshire Cleric against Priest). And getting those Jades early is also good, as you will often get to 4/4 or higher vs slow decks.

Primalfin Totem – Unlike vs Aggro, slower decks often don’t develop aggressively in the early game, which makes Primalfin Totem much better. It will roll for a few turns if everything goes right, giving you a lot of extra tempo in the longer run.

Corridor Creeper – While it will be a little slower than vs Aggro (since your opponent is usually having less minions), you should still be able to get it quite quickly. And when you do, a single Evolve can win you the game. But even if you don’t have Evolve, having a free 2/5 to reload is not the end of the world.

Lower Priority (keep only if certain conditions are met)

Evolve or Unstable Evolution – With Corridor Creeper. If you get a nice start, you can usually play the combo around Turn 4-5, and getting a random 8-drop can win you the game if your opponent can’t answer it.

Flametongue Totem – With Fire Fly. Can push a lot of early damage, but can also be useless if you don’t have a fast start.

Evolve Token Shaman Win Rates

Winrate stats are currently unavailable for this deck at the moment!

Evolve Token Shaman Play Strategy

Evolve Shaman has been classified as an aggressive deck in the past, but I would disagree with that. It plays out very much like a faster midrange deck (like Midrange Hunter) in that you want to seize board control and develop your threats continuously for the remainder of the game until you can close out the game with a Bloodlust, a game-ending Evolve, or even just natural damage from your superior board presence. The drawback of playing Evolve Shaman is that if you lose board control, it starts to become much more difficult to win the game. The deck thrives on being ahead on board and many of its cards supplement that (Flametongue Totem, Evolve, Bloodlust, Thrall, Deathseer). The deck can thrive against slow decks if you are able to curve your minions into your late-game evolve threats, demanding answers for your totems along every step of the way, BUT it can also get blown out by strong, cheap AoE spells (like the ever-present Defile).

Versus Aggro

Playing versus aggressive decks, your main win condition is simply keeping the board control at all times. In those matchups, the person who has the board advantage usually wins. For your deck, board advantage might be even more important than for the other Aggro decks, as cards like Flametongue Totem, Bloodlust or even Evolve tend to be useless if you’re behind.

Fast start is most important – if you fall behind in the early game, you might have hard time coming back. Your only comeback tools are Devolve, which is great, but does not always work like you’d want (as there is A LOT of variance there), and Maelstrom Portal – amazing card, one of the best cards in the fast matchups. if you need two AoE damage, you can also try rolling the Spell Damage totem first – but it’s not always worth to take the risk if you don’t absolutely need to.

Against fast decks, you can try doing the tempo Evolve move. If you end up with a nice board in the early game, instead of waiting to combo the card with Doppelgangster, you can simply play it to evolve a few 1-2 mana minions. Unless you low-roll terribly, it should generally be a nice buff to everything you have. Even better if you can drop a Corridor Creeper before Evolving – random 8-drop is a huge body to trade with.

Don’t be greedy and just clear everything they play. Go for the face only if a) there is simply no good trade on the board (either you’ve already cleared everything or the opponent has dropped something you can’t easily deal with) and b) you’re really close to lethal and have a clear way to finish the game. Let’s say that you can put your opponent down to 6 and you have Jade Claws + Jade Lightning in your hand. In a case like that, going aggressive can really pay off, especially if you can’t easily get the board control again.

In faster matchups, Bloodlust is often used to clear the board not to finish the game. If you have a bunch of 0-1 attack minions, you can Bloodlust in order to trade up. Use it whenever you have a good opportunity – don’t keep it, because you might not be able to use it effectively later.

Thing from Below is great mid/late game card in those matchups. A rather common mistake is, however, keeping it early in the mulligan. The card’s powerful when you get it down to 2-3 mana or lower, possibly 4 if you want to “break even”, but in faster matchups, you don’t use your Hero Power as much as in slow matchups, so getting it down low might be a bit difficult. Once it’s low, however, 5/5 Taunt not only puts a nice wall, but is also aggressive enough that you can push for the damage while feeling safe behind it.

Evolve combos aren’t as powerful in fast matchups, because you usually have to constantly clear the board. That said, Doppelgangster + Evolve is still a nice board refill. Keep in mind that you don’t always want to play minions BEFORE Evolving, even though it would seem logical. For example, if you need Taunt on the board, because you’re low on health, you can first Evolve / Thrall and only then play Saronite Chain Gang or Thing from Below. 100% sure Taunts are often far more valuable than random higher drop.

Versus Control

Control decks tend to be more difficult opponents, because instead of playing only versus the board state, you also need to constantly play around variety of different removal cards that they might be holding onto. Playing vs Control basically means playing around AoE as well as you can by not overextending and having ways to refill the board at all times.

Early game should generally be very straightforward. Just play whatever early game cards you have, clear their small drops (if they have them), and go face. Early mid game is a good time to bait out the first AoE from your opponent, like Hellfire or Duskbreaker. You want to play enough for your opponent to feel threatened (especially going into Turn 5 – Bloodlust turn), but not enough to have no refill. Hero Powering is often good in the early/mid game. If you have a significant board going into Turn 5 and your opponent decided to not AoE (or he doesn’t have one), it might actually be a good time to push the Bloodlust / Thrall, Deathseer. Let’s say that if you get 15 damage Bloodlust, even if you don’t kill your opponent, it’s often just worth it, as you might never have another good opportunity to play it.

Mana Tide Totem is also a good way to bait either a single target or AoE removal. Play Mana Tide on a board with 2-3 other small minions, but nothing crazy. In order to stop the totem from drawing you card every turn, it’s very likely for your opponent to AoE it down. Which is great for you, as you didn’t really lose much, but your opponent is one AoE down.

Timing of your Evolve effects is really important vs slower decks. You probably don’t want to Evolve a bunch of Totems into 2-drops, because they will still be easy to take down. Your aim is to have bigger Evolve turns. In the early game, the best time to use Evolve is with Corridor Creeper. If you can combo those two together, it should be worth it, as getting a random 8-drop around Turn 4 can be devastating for your opponent (think about Rogue getting a big Edwin VanCleef – it can often win the whole game). Other good cards to combo with Evolve are obviously Saronite Chain Gang and Doppelgangster.

At the same time, a card that you don’t want to Evolve is the main body of Aya Blackpaw, as having a Jade Deathrattle is good. It becomes a good Evolve target if it’s Silenced, though, as a random 7-drop is much better on average than a 5/3. Unstable Evolution can generally be used during most of the times you can use Evolve – but unlike Evolve, Unstable Evolution works much better if you have 1 or 2 minions you want to transform. It’s not every effective on the wide boards.

When it comes to Thrall, Deathseer, it’s really powerful, but generally difficult to combo with Doppelgangster etc. on a single turn. You can be more liberal with it. Since it adds +2 to the cost, even 1-drops and 2-drops are generally worth Evolving with Thrall – you can create quite a menacing board from the totems. Even if your board dies, you still get an upgraded Hero Power.

The Evolve Hero Power can add a lot of tempo and value to your plays at the same time. The best case scenario is having something quite big on the board already, trading with it (but making sure that it survives), and then Evolving it. Not only you can clear something, but also “heal up” the minion even if stats of the new drop will be similar.

Games are usually finished by overwhelming your opponent on the board – e.g. Doppelgangster + Evolve when he has no way to clear them usually wins the game. Just like him having no AoE (or being too greedy) against a big board of small minions, which you can use with Bloodlust. Alternatively, if you get him low, you might also be able to close out the game with Jade Claws and Jade Lightning – but remember that your deck is not burn heavy and relies heavily on the minions to do the job.

Evolve Token Shaman Deck Tips

Like I mentioned before, you can use Evolve on a board of dorky minions to upgrade them, but the threat of Doomsayer is always there. One of the tips I give people when playing the deck is: If you are ahead in the game, don’t hero power before you Evolve, because that just gives you another chance to hit Doomsayer with Evolve and if you’re ahead, you usually don’t need to take the risk. Obviously, this is contextual given the state of the game, but it is something to be aware of.

Do not be afraid to use Bloodlust if you have a wide board and don’t have lethal. You usually want to pull the trigger on it if you think it is unlikely that your board gets any wider than in that moment. If you wait too long on Bloodlust and get greedy trying to have lethal with it, you give your opponent more time to board clears that shut off your Bloodlust entirely.

Remember that Jade Lightning can be used as a board control/tempo tool as well as burst damage. There are situations that come up where you can roll spell damage to boost the power of Jade Lightning and kill your opponent, not that you will always need the extra spell damage.

Don’t overextend your resources. If your board is pressuring your opponent, you likely don’t need to commit any more cards to the board and can use your superior board presence to gain card advantage while your opponent tries to find a way to deal with your board. Your opponents will usually overreact to the threat of a Bloodlust, so use that to your advantage.

Unstable Evolution is the new card in this deck from Kobolds and Catacombs. When you play it, it will return back to your hand allowing you to play it until you end the turn. This is best used when it’s the last card in your hand or you have a particular card that could really benefit from a couple of upgrades. This can be a pretty weak play if it’s the only thing you are doing the entire turn, so be careful not to evolve up your cards right into a big AOE.

Evolve Token Shaman Card Substitutions

Evolve Shaman is a pretty tight list, and its normal version runs some expensive cards. You can generally cut them and play a more budget version, but keep in mind that the deck will suffer.

Unstable Evolution – It’s cool to have another way to Evolve minions, but it’s not necessary.

Thrall, Deathseer – Even though it seems kind of necessary, your normal Hero Power also combos quite nicely with your deck. Thrall is great, but you can play the deck without it.

Aya Blackpaw – Aya rotates out soon, and if you still don’t have her, it’s not a good timing to fill that gap in your collection. Since you want to run the Jade Claws & Jade Lightning anyway, not having Aya will hurt, but you can still do without her.

Corridor Creeper – Funnily enough, I’d say that this card is most necessary out of the bunch. Even though it’s not good by itself, the fact that it still Evolves into a random 8-drop makes it game-winning in so many situations. It’s one of the highest win rate cards in the deck.

And here is the list of the cards you can substitue the ones you’re missing with:

Second Unstable Evolution & Bloodlust – The easiest way to fill the gaps is to look at the cards you already run 1 copies of and add a second copy. In case of this specific list, those would be Bloodlust & Unstable Evolution.

Jade Spirit – Since you run some Jade mechanics, having another Jade card is not that bad. It can snowball in the late game, and the main 2/3 body is also a good Evolve target (because a random 5-drop is usually much stronger).

Volcano – While it might seem counter-intuitive, some builds do run Volcano simply because you will end up falling behind vs aggressive decks quite often. And having a way to come back on the board (as Maelstrom Portal often doesn’t cut it) can be solid.

Barnes – But why? This deck doesn’t seem to have a lot of good Barnes targets. As much as it’s true, you run Barnes mostly for the Evolve synergies. Rolling let’s say Corridor Creeper doesn’t seem good, but if you can combo it with Evolve, you end up with a random 5-drop and a random 8-drop on Turn 5 – it’s a bit like DYI Spiteful Summoner!

123 Comments

I may not have all the cards of this deck due to lacking dust (e.g. Thrall, Patches, Aya, Corridor Creeper and Unstable Evolution are still missing), but I actually like the way it plays. Unfortunately, I get rekt in ladder by nearly everything I encounter (Rank 19 lol).
By now, I insta-surrender vs. Priests (I stand no chance, no matter what), Warlocks just seem to melt my face and I have hard times vs. Hunters and Druids. Mages are quite manageable for me though.

Am I missing something? I put in a little more Jade (Chief Tain and Spirit), Devolution, Hex to take out nasty legendaries and Tar Creeper instead of the missing ones. I just feel like nearly every ladder deck is roflstomping me and there’s NOTHING I can do about it.

I absolutely understand I’d have a way harder time due to missing so many important cards. Nevertheless I find it pretty sad you can’t contest AT ALL (not even at Rank ~19) without having the necessary legendaries (which I can’t craft ’cause not enough dust)… I’ll just stick to non-ladder games then ’till I can finally afford a proper deck.

I would cut the jade tactics and go for cards that increase value while on the board. Instead of the pirates I use the multiplying furborg. Also I add extra saronite chain gang and bring 1 scalebane (works great against priest who wants to dragonfire potion the board). Instead of jade lightning I prefer the 8 damage cards and a devolve for obvious silence reasons in the current meta. I also rotated the 3 cost 1/4 discover drop back into it. So you have an early protection so you can keep the board alive eazyer.

Other cards you might want to include are Hex (its also a silence) – Sea giant incude as well (early 8/8 is needed for some taunt trades). Runespear is a nice end game card since it also enhances your board. The fun part about evolve shaman is that it can work in allot of ways.

The most important thing to remember is that you either want to threaten bloodlust or scalebane on turn 5 or have the tools to rebuild (doppel into evolve). And you should start to calculate that each minion on board is around the same value for you as a full card. So be agressive, but always keep enough to re-fill upto 2 to 3 times.

Because Unstable Evo is repeatable. Meaning if you have 10 mana and a 0 drop on board you can use UE 10x in that one turn to make your 0 drop a 10 drop minion. That’s incredible lol. With corridor you can spend 3mana to make corridor into a 10 drop minion, and imagine if corridor went from 7 to a 0 drop? Deck doesn’t really need evolve.

I’m using 1 evolve instead of UE b/c i don’t want to craft much until Jan, but UE is hella fun.

basically the stragegy is pretty simple, you play whatever you have, because your opponent is going trade with you anyways, you play mana tide, opponent is going to trade because he dont want u 2 have cards, u play primalfin, ur opponent dont want to deal with annoying 1/1 murlocs, you play stonehill defender, you have a taunt, your opponent plays something, you just hit him with lighting bolt/storm, volcano for big remove, dont be afraid to take face damage, in the end of game your opponent is going to think the game is over because you have 10 or less health, with this deck it’s ok, u have 5 armor with thrall and heal is pretty easy to get with lotus, u can get jinyu or healing touch, but better pick damage cards and eventually when the real game starts your opponent dont have any removal, no spells or no big minions, so you are free to play game ending combo, 2x prophet velen for 0 mana, 2x thing from the below for 0 mana, doppel and than just hit the thrall, thats 4x 8 mana minions and 3x 7mana minions and your opponent 80% of the time just concede
mid game combos are pretty iq200 because u need perfect timing and pretty good hand with spells, just play wicked witchdoctor and then bunch of spells (totemic call always helps) and then when you have 6 or 7 minions by turn 4 or 5 just evolve, thats 5 or 6 2mana guys and a 5 mana guy on turn 5 or 6, btw pretty good combo is when u start second, u play pantry spider on turn 3, coin+evolve and u have 2x4mana guys (2x flamewreathed faceless without overload xD) by turn 3, thats just insane, or pantry spider can be used with thrall on turn 6 with coin, 2x 5mana guys on turn 6
just try the deck and maybe some experienced players can make some adjustments, ill be more than happy to upgrade it, now it’s a pretty cheap deck and it got me to rank 12 last month, did a pretty good job, you just gotta play it and adapt to it, good luck guys

Ive nearly saved up enough dust for my next legendary… do i wanna craft Thrall, Deathseer? Its the only card i dont have from this list, and he does seem like a fun card. I guess it boils down to this: is this deck going to continue to be as high tier as it is currently?

What 4? I only see maelstrom portal which would be 2. Check to make sure on that.

The problem with replacing this card is that it accomplishes two things. It adds another token to the board and it punishes other token minions with 1 health or 2 when you have spell damage. Hunter is largely a good matchup because of this card.

I would add lightning storm in its place because I think the consistent 2-3 or even 3-4 damage could really surprise someone, but I would consider that a serious tempo loss in a deck that depends on overwhelming the opponent and strongly recommend getting Karazan,

Another thing you could try is jade spirits to buff your jade golems and increase board presence, but it will really suffer against aggro decks where lightning storm would shine. Vice-versa, jade spirits would be better than even maeltrom portal against control decks, but we don’t really get to pick what we go up against.

I hate that u have to pay to get like 1 card. Why you have to pay the adventures? Or like why cant u craft the cards? Like in this deck u have to buy the expansion to get maelstrom portal. and its much worse than lightnng strike cos u get the overload and no minion. I know blizzard is a company and need make money from games but like everybody just plays them to get the cards no body plays adventures second time. I bet blizzard gets enough money from other games and the pack openings.

6 mana for 3X6 level minion (normally it costs 18 mana). 🙂 Plus devolve, 5/5s for zero mana (insane tempo).This deck is crazy, if you draw correctly (if not, mana totems will help you ). If you keep loosing remember one thing: you have 2 winning conditions in this deck: spam the board, plus bloodlust, or turn 6 mega evolve – it works even if you loosing badly (or thrall plus any descent board). Any of those means (for 90%) game over for your opponent. I don’t know why people complaining about this deck – it’s pure fun to play (well it’s not pirate, or any other superfast deck, but really strong indeed – you can beat anything with it).

The reason people hate it is because it is full of rng. rng rng rng. I personally like this deck as well, but when you come to think about it you don’t always meet your win conditions on crucial times. Like getting doomsayer or ticking abomination. Not getting bloodlust till the 20th card, smth like that. The good side of is deck is you get rng, the bad side is you get rng.

Main problem is that people playing this deck see it as aggro deck (good thing is that opponents always see it as aggro) while in reality it’s more mid range – combo type. It’s just about card draw (sounds funny while you have only 2 cards drawing anything) . Pretend that you are aggro and they will always trade (and your refill board skills are unmatchable), meanwhile you are waiting for your win condition. Another mistake is playing DK too early. It should be played when there’s no other option cause playing it changes your super hero power. Of course it depends what type of deck you’re facing, but generally too many times I saw people loosing because they just used their best options instead of just throwing another totem on the board and gain card. 🙂 It’s not about RNG. Well maybe sometimes, but longer you draw cards closer your opponent is to his death.

I don’t understand this deck. I tried switching to it from jade druid (nerf) and I can’t win a game at all without a pure luck evolve, plus when I was still running jade druid (and pirate warrior for a while) I never had a problem destroying this deck, even mid game with Jade.
I always get AOE’d to death, out paced, or my evolves just end up turning my minions into lower stat cards with useless effects that won’t help me. I’ve tried watching pros and even they all seem to barely win when they do actually win. Is this just a troll deck to keep baddies out of high rank play or something?

This deck is fun, but it needs some luck + thinking ahead. Evolve itself isn’t a win condition on itself … you need to play around evolve into doomsayer (have a backup plan – 2nd evolve, be already DK etc).
it’s not autopilot deck, and may be hard for someone who played jade druid which has easier rules and is just simple snowball deck.

Well Aya and patches are in other t1 decks, so they are good legendaries that work in many decks;
Jade druid, Evolve Shaman, Aggro rogue, Jade shaman, Jade Rogue, pirate warrior, Miracle rogue, aggro druid, zoo warlock.
very safe crafts.

This deck is fun to play! I don’t have Thrall, Deathseer but replaced it with Bonemare. I’m currently 10-1. I noticed in one of my games, I played Evolved and one of my minions turned in to a Wild Pyromancer automatically triggering the 1 damage. I think that shouldn’t be the case because the Spell is cast PRIOR to the minion being transformed. Your thoughts?

Pyromancer works as intended. The evolved minions are summoned mid-spell before it has finished resolving. After Pyro is on the board, the last phase of Evolve occurs and it finishes casting. Pyro recognises that a spell has finished casting and triggers.

I’ve found its effective to always keep 1 part of a big evolve turn, for example I keep thrall in my opening hand, or a single dopplegangster / evolve. Especially versus decks like Druid or the Mirror its really important to hit that turn 5/6 big evolve turn. Most of the time if you turn 5/6 dopple gangster evolve and then drop another evolve / deathseer the opponent will just concede straight up.

Against aggro, mulligan hard for flametongue / primalfin totem. Currently 20 – 6 with this deck from Rank 18 and im climbing far faster then with the other decks ive tried this meta like Highlander priest and Jade Druid.

I am having serious problems figuring out why Blizzard would give a deck that was dominating ladder anyway cards like the Deathseer or Rattling Rascal. These two cards make this Archetype seriously OP.

Yes, there are certain ways to play around it, if you get lucky that is. As a perennial Priest player, I really don’t want to omit my Highlander only because I have to run two potions, plus two nova, plus two lashes, plus two pyros, and then some, just to be competitive against Evolve Shammy. That is at least 4-5 slots taken that I could fill with cards that make the game actual fun.

Don’t get me wrong, I like Shamans and the Evolve technique. It just has become a bit too much OP-RNGish.

Made it to Rank 6 with this deck! I did have a little luck with replacing one of the Parafin Totems with the 6 drop Elemental that does 3 damage on his battlecry. This seems to give it a mid game boost where it can run out of steam too quickly.

Don’t evolve 1 drops. Run them into your opponents minions before evolving. Or, wait until 7 mana, drop thrall, then if you get a doomsayer, pay 2 and evolve him into a 3 drop. I played a lot of evolve shaman last season (250 wins) and would say I lost maybe 5 games to a doomsayer. I’ve only played 4 matches so far and got a doomsayer off my Thrall Deathseer, then just evolved it with the hero power.

You should read what evolve does, instead… 😛
It turns your minions with other minions that are cost 1 more mana… So, 1 drop minion turns into 2 mana cost minion and guess what… Doomslayer is a 2cost minion.

I think Aya is good but not to necessary on this deck, i have one, just opened it on yesterday, but i think it’s not
worth to pay 1600 dust to craft. But if you play other jade decks, you should craft it, i think Patches is more important in this deck

It is a great deck. The only downfall is it is very volatile on the first 3 turns. Meaning you can draw all 6s or all totems and be at the mercy of the other players onslaught. I won the first 10 matches in a row with this deck. After that it is 50/50

Btw is Bloodsail really worth the craft? Im running Southsea instead, and actually the version with the highest win rate in the meta score was also running southsea… I see its a double boddy etc, but then its no charge, less attack and 200 dust for two.

I actually like to use bloodsail in this deck since it will usually be a great counter to weapons in meta such as pirate warrior or even paladin’s truesilver or hunter’s eaglehorn bow. Weapons are really used in the meta right now and this card even saved me from a pirate warrior double upgraded arcanite reaper. Worth the craft.

Aya is really nice. She really gives u 3 cards on board every time she cycles, and the as u know the golums get bigger… thats to say imagine a game where maybe u only had a 5-5 golum without Aya…
Now Aya will Produce a 6-6 She is a 5-3 and her Death is another 7-7.
I was gonna craft her, and then I got her for free in a pack. 🙂
The budget alternative would be Jade Chiftain. he produces One golum with Taunt. But he is also a 7 mana cost card (aya is 6).

She is Key in Jade Rogue and Jade Druid.
So if u like big minions that are green and Roar, u will need to craft her.
One of my fav. Legendaries By far (and a very high value on Board).

This deck is a Powerhouse.
My main concerns are Taunt poop and Mage.
If I was to throw in a Eater of Secrets, what would be a good card to take out, and would it hurt the deck allot?
Also I’ve seen people running, spirit echo, looks like a good card, anyone has any opinions on this?
Thnx.

Thanks for the nice explanation. I’m just gonna stick to what it is for now…
I did have one Evolve where all cards turned in to battle cry cards, thats why I was thinking it could be strong to play them from hand in late game… But Yeah, then I probably won right after anyways that time.

I run -1 devolve, no pirates, +1 murloc tidecaller, +1 bluegill, +1 eater of secrets (i hate secret mages with a passion) and haven’t lost since i made the changes. My issues running this decklist were that I would very frequently end up on turn 2 or 3 having drawn nothing but a mix of evolve, devolve and totems. I had two games where turn 4 had me with 2x evolve, 2x devolve, a mana tide and a primalfin. for an “aggro” deck, it had an astonishingly inconsistent early game.

As an agro player 4 1drops feels light, I always thought 6 was the magic number. I want to keep flametongue and toss back 2 in a ton of mulligans but I just don’t trust the deck to give me the turn 1 play.

Got from rank 20 to rank 10 with this deck with no losses. And I suggest for those who can’t afford the Karazhan wing for the maelstrom portal like me, you will need another AOE like Lightning Storm or Volcano. In my case, Lightning storm worked out great.

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